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Java3D for Games

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Hey. I am currently working on a Quake-style first person shooter prototype using Java3D for my degree project, and I am trying to get people''s views on this technology. Java3D is a freely available API from Sun for use with Java, not to be confused with GL4Java (which is similar). It would be really helpful if anyone could answer the following questions: 1. Have you heard of Java3D before now? 2. Would you consider using Java3D for making a first person shooter? Why? 3. If you were considering writing a first person shooter, what technology (language/API) would you use, and why? Thanks. If anyone is interested, I will tell you what I found. Grant

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I''m still held in my believe that Java is a slower language. I''ve used gl4java and Java3D before and they don''t perform at a framerate that would be very good for a high-paced FPS. Though, are we talking applet, .jar, or compiled into a binary? Compiled into a binary may be your best bet.

I''d go with C++ with Direct3D or OpenGL...but that''s me.

--SuperRoy
[ Author:: Linux GameDev Articles ] [ Programmer:: WhitespaceUnlimited ] [ Webdesigner:: CTH3.com Webdesign ]

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Just give up and go to www.javagaming.org.

Here you will get "owned" with C/C++/Lisp/what not is superior java sux.

I just needed to edit this so he won't quit what he is doing and move on to "superior" languages.

www.cosmgame.com is a mmorpg done completely done with Java3d. Also there are plenty of other games, which you'll find out at www.javagaming.org. Also visit j3d.org or com

If you feel that java3d is limiting for you, check out lwjgl.

[edited by - Captain Goatse on June 4, 2003 6:20:02 AM]

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quote:
Original post by SuperRoy
I''m still held in my believe that Java is a slower language.


These days I''m convinced that Java is suitable for most games. Choosing the right 3D package is important though. Personally, I''d go with LWJGL for an FPS, but that''s just me. However, the thing that is keeping me from using Java for shareware games at this time is distribution. Until there are better methods of getting a game out to the target market without much hassle, I just can''t see the benefit. For a freeware title, or perhaps one on a CD, it would be different.

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Ok, thanks for those answers.

I haven''t done any 3D games before, but I found Java3D good to use. The demo runs OK (20-30fps) on my PII 450, Geforce1. This is with around 14k polys, 400k textures (compressed). The level is small, and there are 10 animated QII monsters in it. Definately slower than QII itself, but there are more potential otimisations to make which should make a difference.

Grant

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IMHO, if you set Java3D to use DirectX, its much faster than if you set it to use OpenGL.

I think it has something to do with how DirectX works vs. how OpenGL works.

Java3d would be ok for a non-real time game, it would not be good for a FPS.

If I were to make a FPS, I''d mod an existing game, such as Half-life.

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